Removed sun shower. Thunder and ripples are now handled by a third compute shader.

This commit is contained in:
Rezmason
2022-09-14 22:57:39 -07:00
parent 0d1d661401
commit 4c6e6fd662
9 changed files with 163 additions and 121 deletions

View File

@@ -1,7 +1,7 @@
#define PI 3.14159265359
precision lowp float;
attribute vec2 aPosition, aCorner;
uniform sampler2D shineState, symbolState;
uniform sampler2D shineState, symbolState, effectState;
uniform float density;
uniform vec2 quadSize;
uniform float glyphHeightToWidth, glyphVerticalSpacing;
@@ -10,7 +10,7 @@ uniform vec2 screenSize;
uniform float time, animationSpeed, forwardSpeed;
uniform bool volumetric;
varying vec2 vUV;
varying vec4 vShine, vSymbol;
varying vec4 vShine, vSymbol, vEffect;
varying float vDepth;
highp float rand( const in vec2 uv ) {
@@ -24,6 +24,7 @@ void main() {
vUV = (aPosition + aCorner) * quadSize;
vShine = texture2D(shineState, aPosition * quadSize);
vSymbol = texture2D(symbolState, aPosition * quadSize);
vEffect = texture2D(effectState, aPosition * quadSize);
// Calculate the world space position
float quadDepth = 0.0;